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- /*
- * GPU Particle System
- * @author flimshaw - Charlie Hoey - http://charliehoey.com
- *
- * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
- * several options available, and do not require monitoring or cleanup after spawning.
- * Because the paths of all particles are completely deterministic once spawned, the scale
- * and direction of time is also variable.
- *
- * Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
- * particles, but adding support for a particle texture atlas or changing to a different type of turbulence
- * would be a fairly light day's work.
- *
- * Shader and javascript packing code derrived from several Stack Overflow examples.
- *
- */
- THREE.GPUParticleSystem = function( options ) {
- THREE.Object3D.apply( this, arguments );
- options = options || {};
- // parse options and use defaults
- this.PARTICLE_COUNT = options.maxParticles || 1000000;
- this.PARTICLE_CONTAINERS = options.containerCount || 1;
- this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
- this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
- this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
- this.PARTICLE_CURSOR = 0;
- this.time = 0;
- // custom vertex and fragement shader
- var GPUParticleShader = {
- vertexShader: [
- 'precision highp float;',
- '#define FLOAT_MAX 1.70141184e38',
- '#define FLOAT_MIN 1.17549435e-38',
- 'lowp vec4 encode_float( highp float v ) {',
- ' highp float av = abs( v );',
- // handle special cases
- ' if( av < FLOAT_MIN ) {',
- ' return vec4( 0.0 );',
- ' } else if ( v > FLOAT_MAX ) {',
- ' return vec4( 127.0, 128.0, 0.0, 0.0 ) / 255.0;',
- ' } else if( v < -FLOAT_MAX ) {',
- ' return vec4( 255.0, 128.0, 0.0, 0.0 ) / 255.0;',
- ' }',
- ' highp vec4 c = vec4( 0 );',
- // compute exponent and mantissa
- ' highp float e = floor( log2( av ) );',
- ' highp float m = av * pow( 2.0, - e ) - 1.0;',
- // unpack mantissa
- ' c[ 1 ] = floor( 128.0 * m );',
- ' m -= c[ 1 ] / 128.0;',
- ' c[ 2 ] = floor( 32768.0 * m );',
- ' m -= c[ 2 ] / 32768.0;',
- ' c[ 3 ] = floor( 8388608.0 * m );',
- // unpack exponent
- ' highp float ebias = e + 127.0;',
- ' c[ 0 ] = floor( ebias / 2.0 );',
- ' ebias -= c[ 0 ] * 2.0;',
- ' c[ 1 ] += floor( ebias ) * 128.0;',
- // unpack sign bit
- ' c[ 0 ] += 128.0 * step( 0.0, - v );',
- // scale back to range
- ' return c / 255.0;',
- '}',
- 'uniform float uTime;',
- 'uniform float uScale;',
- 'uniform sampler2D tNoise;',
- 'attribute vec4 particlePositionsStartTime;',
- 'attribute vec4 particleVelColSizeLife;',
- 'varying vec4 vColor;',
- 'varying float lifeLeft;',
- 'void main() {',
- // unpack things from our attributes'
- ' vColor = encode_float( particleVelColSizeLife.y );',
- // convert our velocity back into a value we can use'
- ' vec4 velTurb = encode_float( particleVelColSizeLife.x );',
- ' vec3 velocity = vec3( velTurb.xyz );',
- ' float turbulence = velTurb.w;',
- ' vec3 newPosition;',
- ' float timeElapsed = uTime - particlePositionsStartTime.a;',
- ' lifeLeft = 1.0 - ( timeElapsed / particleVelColSizeLife.w );',
- ' gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
- ' velocity.x = ( velocity.x - 0.5 ) * 3.0;',
- ' velocity.y = ( velocity.y - 0.5 ) * 3.0;',
- ' velocity.z = ( velocity.z - 0.5 ) * 3.0;',
- ' newPosition = particlePositionsStartTime.xyz + ( velocity * 10.0 ) * ( uTime - particlePositionsStartTime.a );',
- ' vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
- ' vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
- ' newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / particleVelColSizeLife.a ) );',
- ' if( velocity.y > 0. && velocity.y < .05 ) {',
- ' lifeLeft = 0.0;',
- ' }',
- ' if( velocity.x < - 1.45 ) {',
- ' lifeLeft = 0.0;',
- ' }',
- ' if( timeElapsed > 0.0 ) {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
- ' } else {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- ' lifeLeft = 0.0;',
- ' gl_PointSize = 0.;',
- ' }',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'float scaleLinear( float value, vec2 valueDomain ) {',
- ' return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',
- '}',
- 'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',
- ' return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',
- '}',
- 'varying vec4 vColor;',
- 'varying float lifeLeft;',
- 'uniform sampler2D tSprite;',
- 'void main() {',
- 'float alpha = 0.;',
- 'if( lifeLeft > 0.995 ) {',
- ' alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',
- '} else {',
- ' alpha = lifeLeft * 0.75;',
- '}',
- 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
- 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
- '}'
- ].join( '\n' )
- };
- // preload a million random numbers
- this.rand = [];
- var i;
- for ( i = 1e5; i > 0; i-- ) {
- this.rand.push( Math.random() - 0.5 );
- }
- this.random = function() {
- return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
- };
- var textureLoader = new THREE.TextureLoader();
- this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'textures/perlin-512.png' );
- this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = THREE.RepeatWrapping;
- this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'textures/particle2.png' );
- this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = THREE.RepeatWrapping;
- this.particleShaderMat = new THREE.ShaderMaterial( {
- transparent: true,
- depthWrite: false,
- uniforms: {
- 'uTime': {
- value: 0.0
- },
- 'uScale': {
- value: 1.0
- },
- 'tNoise': {
- value: this.particleNoiseTex
- },
- 'tSprite': {
- value: this.particleSpriteTex
- }
- },
- blending: THREE.AdditiveBlending,
- vertexShader: GPUParticleShader.vertexShader,
- fragmentShader: GPUParticleShader.fragmentShader
- } );
- // define defaults for all values
- this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
- this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
- this.particleContainers = [];
- this.init = function() {
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- var c = new THREE.GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
- this.particleContainers.push( c );
- this.add( c );
- }
- };
- this.spawnParticle = function( options ) {
- this.PARTICLE_CURSOR ++;
- if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
- this.PARTICLE_CURSOR = 1;
- }
- var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
- currentContainer.spawnParticle( options );
- };
- this.update = function( time ) {
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- this.particleContainers[ i ].update( time );
- }
- };
- this.dispose = function() {
- this.particleShaderMat.dispose();
- this.particleNoiseTex.dispose();
- this.particleSpriteTex.dispose();
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- this.particleContainers[ i ].dispose();
- }
- };
- this.init();
- };
- THREE.GPUParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
- THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
- // Subclass for particle containers, allows for very large arrays to be spread out
- THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
- THREE.Object3D.apply( this, arguments );
- this.PARTICLE_COUNT = maxParticles || 100000;
- this.PARTICLE_CURSOR = 0;
- this.time = 0;
- this.DPR = window.devicePixelRatio;
- this.GPUParticleSystem = particleSystem;
- // construct a couple small arrays used for packing variables into floats etc.
- var UINT8_VIEW = new Uint8Array( 4 );
- var FLOAT_VIEW = new Float32Array( UINT8_VIEW.buffer );
- function decodeFloat( x, y, z, w ) {
- UINT8_VIEW[ 0 ] = Math.floor( w );
- UINT8_VIEW[ 1 ] = Math.floor( z );
- UINT8_VIEW[ 2 ] = Math.floor( y );
- UINT8_VIEW[ 3 ] = Math.floor( x );
- return FLOAT_VIEW[ 0 ];
- }
- function hexToRgb( hex ) {
- var r = hex >> 16;
- var g = ( hex & 0x00FF00 ) >> 8;
- var b = hex & 0x0000FF;
- if ( r > 0 ) r--;
- if ( g > 0 ) g--;
- if ( b > 0 ) b--;
- return [ r, g, b ];
- }
- this.particles = [];
- this.deadParticles = [];
- this.particlesAvailableSlot = [];
- // create a container for particles
- this.particleUpdate = false;
- // shader based particle system
- this.particleShaderGeo = new THREE.BufferGeometry();
- // new hyper compressed attributes
- this.particleVertices = new Float32Array( this.PARTICLE_COUNT * 3 ); // position
- this.particlePositionsStartTime = new Float32Array( this.PARTICLE_COUNT * 4 ); // position
- this.particleVelColSizeLife = new Float32Array( this.PARTICLE_COUNT * 4 );
- var i;
- for ( i = 0; i < this.PARTICLE_COUNT; i ++ ) {
- this.particlePositionsStartTime[ i * 4 + 0 ] = 100; // x
- this.particlePositionsStartTime[ i * 4 + 1 ] = 0; // y
- this.particlePositionsStartTime[ i * 4 + 2 ] = 0.0; // z
- this.particlePositionsStartTime[ i * 4 + 3 ] = 0.0; // startTime
- this.particleVertices[ i * 3 + 0 ] = 0; // x
- this.particleVertices[ i * 3 + 1 ] = 0; // y
- this.particleVertices[ i * 3 + 2 ] = 0.0; // z
- this.particleVelColSizeLife[ i * 4 + 0 ] = decodeFloat( 128, 128, 0, 0 ); // velocity
- this.particleVelColSizeLife[ i * 4 + 1 ] = decodeFloat( 0, 254, 0, 254 ); // color
- this.particleVelColSizeLife[ i * 4 + 2 ] = 1.0; // size
- this.particleVelColSizeLife[ i * 4 + 3 ] = 0.0; // lifespan
- }
- this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( this.particleVertices, 3 ) );
- this.particleShaderGeo.addAttribute( 'particlePositionsStartTime', new THREE.BufferAttribute( this.particlePositionsStartTime, 4 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'particleVelColSizeLife', new THREE.BufferAttribute( this.particleVelColSizeLife, 4 ).setDynamic( true ) );
- this.posStart = this.particleShaderGeo.getAttribute( 'particlePositionsStartTime' );
- this.velCol = this.particleShaderGeo.getAttribute( 'particleVelColSizeLife' );
- this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
- this.init = function() {
- this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
- this.particleSystem.frustumCulled = false;
- this.add( this.particleSystem );
- };
- var options = {},
- position = new THREE.Vector3(),
- velocity = new THREE.Vector3(),
- positionRandomness = 0,
- velocityRandomness = 0,
- color = 0xffffff,
- colorRandomness = 0,
- turbulence = 0,
- lifetime = 0,
- size = 0,
- sizeRandomness = 0,
- smoothPosition = false;
- var maxVel = 2;
- var maxSource = 250;
- this.offset = 0;
- this.count = 0;
- this.spawnParticle = function( options ) {
- options = options || {};
- // setup reasonable default values for all arguments
- position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
- velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
- positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
- velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
- color = options.color !== undefined ? options.color : 0xffffff;
- colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
- turbulence = options.turbulence !== undefined ? options.turbulence : 1;
- lifetime = options.lifetime !== undefined ? options.lifetime : 5;
- size = options.size !== undefined ? options.size : 10;
- sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
- smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
- if ( this.DPR !== undefined ) size *= this.DPR;
- i = this.PARTICLE_CURSOR;
- this.posStart.array[ i * 4 + 0 ] = position.x + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.x * particleSystem.random() ); //x
- this.posStart.array[ i * 4 + 1 ] = position.y + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.y * particleSystem.random() ); //y
- this.posStart.array[ i * 4 + 2 ] = position.z + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.z * particleSystem.random() ); //z
- this.posStart.array[ i * 4 + 3 ] = this.time + ( particleSystem.random() * 2e-2 ); //startTime
- if ( smoothPosition === true ) {
- this.posStart.array[ i * 4 + 0 ] += - ( velocity.x * particleSystem.random() ); //x
- this.posStart.array[ i * 4 + 1 ] += - ( velocity.y * particleSystem.random() ); //y
- this.posStart.array[ i * 4 + 2 ] += - ( velocity.z * particleSystem.random() ); //z
- }
- var velX = velocity.x + ( particleSystem.random() ) * velocityRandomness;
- var velY = velocity.y + ( particleSystem.random() ) * velocityRandomness;
- var velZ = velocity.z + ( particleSystem.random() ) * velocityRandomness;
- // convert turbulence rating to something we can pack into a vec4
- var turbulence = Math.floor( turbulence * 254 );
- // clamp our value to between 0.0 and 1.0
- velX = Math.floor( maxSource * ( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ) ) );
- velY = Math.floor( maxSource * ( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ) ) );
- velZ = Math.floor( maxSource * ( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ) ) );
- this.velCol.array[ i * 4 + 0 ] = decodeFloat( velX, velY, velZ, turbulence ); // vel
- var rgb = hexToRgb( color );
- for ( var c = 0; c < rgb.length; c ++ ) {
- rgb[ c ] = Math.floor( rgb[ c ] + ( ( particleSystem.random() ) * colorRandomness ) * 254 );
- if ( rgb[ c ] > 254 ) rgb[ c ] = 254;
- if ( rgb[ c ] < 0 ) rgb[ c ] = 0;
- }
- this.velCol.array[ i * 4 + 1 ] = decodeFloat( rgb[ 0 ], rgb[ 1 ], rgb[ 2 ], 254 ); // color
- this.velCol.array[ i * 4 + 2 ] = size + ( particleSystem.random() ) * sizeRandomness; // size
- this.velCol.array[ i * 4 + 3 ] = lifetime; // lifespan
- if ( this.offset === 0 ) {
- this.offset = this.PARTICLE_CURSOR;
- }
- this.count ++;
- this.PARTICLE_CURSOR ++;
- if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
- this.PARTICLE_CURSOR = 0;
- }
- this.particleUpdate = true;
- };
- this.update = function( time ) {
- this.time = time;
- this.particleShaderMat.uniforms.uTime.value = time;
- this.geometryUpdate();
- };
- this.geometryUpdate = function() {
- if ( this.particleUpdate === true ) {
- this.particleUpdate = false;
- // if we can get away with a partial buffer update, do so
- if ( ( this.offset + this.count ) < this.PARTICLE_COUNT ) {
- this.posStart.updateRange.offset = this.velCol.updateRange.offset = this.offset * 4;
- this.posStart.updateRange.count = this.velCol.updateRange.count = this.count * 4;
- } else {
- this.posStart.updateRange.offset = 0;
- this.posStart.updateRange.count = this.velCol.updateRange.count = ( this.PARTICLE_COUNT * 4 );
- }
- this.posStart.needsUpdate = true;
- this.velCol.needsUpdate = true;
- this.offset = 0;
- this.count = 0;
- }
- };
- this.dispose = function() {
- this.particleShaderGeo.dispose();
- };
- this.init();
- };
- THREE.GPUParticleContainer.prototype = Object.create( THREE.Object3D.prototype );
- THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;
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